The source code for the JOGL demos shown at JavaOne is now available on java.net. Please look for it at http://jogl-demos.dev.java.net/ . Currently most of the demos rely on NVidia hardware, but we hope some of you will have time to help us port these to more standard extensions like (for example) ARB_vertex_program; a couple of the demos have already been ported from NV_vertex_program to the ARB version.

The initial port of JOGL to Mac OS X has been completed by Gerard Ziemski and I and is now checked in. Thanks to Marc Downie for supplying the version that had been in the source base, which was a prototype that worked exclusively with the NSOpenGLView Cocoa widget. The new OS X port supports both the GLCanvas abstraction and the NSOpenGLView widget. Please see the user guide (location below) for some significant caveats on the OS X support at the moment; however, the NVidia demos that don't require pbuffers are working and look good.

Please see the new documentation in doc/userguide in the jogl source tree and in doc/readme.html in the jogl-demos source tree for instructions on building and platform notes. The documentation was a little rushed so please suggest and/or make improvements.

Note for Windows users: if you encounter problems running the demos (for example, some of the cubemaps or textures fail to load) make sure you have done a cvs update -kb of jogl-demos/src/demos/data. All of the binary files in the workspace are in that subdirectory, and I routinely see cvs attempt to do CR/LF translation on these files even after checking out this directory with the -kb option. If you have any suggestions for fixing this problem more permanenty please let me know.

The files were originally added with -kb and in fact on at least one Windows box they get checked out properly all the time. However I've seen at least two other boxes where they don't and haven't tracked down the difference yet. I suspect it might be whether Cygwin was originally installed using the Unix vs. DOS format for text files.

Glad to see progress being made on *any* front where OS X is concerned. However, are either of your still working on the LWJGL port to OS X or have you put that aside for the JOGL?

I'm currently focussed on JOGL because I have a project that needs to do some things that JOGL does today (actually they needed it when I was working on LWJGL - but LWJGL is headed down a different path). Since the OpenGL binding for LWJGL is done I will get JOGL up to that same capability then move to input for both, then if I have some free time - OpenAL for Java. Right now its not high on my list because I have a JNI binding to a commercial library which is a lot better.

New OSX build is done. Same URLs as the last ones. These are compiled with the latest DP102 from Apple and using gcc3.3 for native compilation so that whenever my new G5 shows up the native library will already be optimized.

Gregory: as you've already found, the Mac OS X JOGL sources require the Java (specifically, the jawt.h and jawt_md.h) from the 10.3 developer preview. I had thought all of the data members of the JAWT_MacOSXDrawingSurfaceInfo would have been in earlier releases, but Gerard Ziemski did a lot of work on the JAWT to get it to work properly with JOGL.

Ken Russell wrote:The source code for the JOGL demos shown at JavaOne is now available on java.net. Please look for it at http://jogl-demos.dev.java.net/ .

When I click on the link above, I get the following message:Your account does not have the "Project Page - View" permission needed for you to access the page you requested in the jogl-demos project (view your permissions).

So, where do I find the "jogl-demos" project ? I stumbled acrossjoal-demos under games-demos, but that's about it. I havebeen able to quite easily compile jogl using antlr, vc6 on win98 and have the gears and var demos working OK.I have compiled the latest version of jogl (minus the 2 demos above) and now looking to download the "cool" ones.

The problem is that I am not, so the build I've made is invalid for both 10.2 and 10.3 I'm working with Gerard on this. Having to be 10.3 specific should really not be necessary unless there is really something funky going on deep in the bowels of JOGL and its native renderer. Once you get a handle to a window - you should be able to get a GL context and just render.

The problem is that I am not, so the build I've made is invalid for both 10.2 and 10.3 I'm working with Gerard on this. Having to be 10.3 specific should really not be necessary unless there is really something funky going on deep in the bowels of JOGL and its native renderer. Once you get a handle to a window - you should be able to get a GL context and just render.

I think it has more to do with the java update (for both 10.2 and 10.3). All my gl4java apps broke with the update so I was hoping jogl would be better. Both API's crash inside the native layer, so maybe they both suffer from the same problem.

I have the same problem as Axiom, insufficient access rights to see the jogl-demos.dev.java.net project page. Its kinda hard to request a more privileged role if you not even allowed to see the project page.

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